Sorry if this has been asked and answered, I tried doing a search but it came up with a forest of threads that had nothing to do with this.
This is minor, so don’t feel you need to solve it immediately.
I have a female model I’ve been working on and the UV’s got shifted around from a lower poly version I had been sculpting on, which itself was strange - so I ended up taking a level 3 version and re-UVing it in Maya and bringing it back in and updating the Zbrush file. This of course lost the lower 2 levels of topology. I didn’t think it would be an issue because I’ve always been able to reconstruct. So I continued work on it, including making a variety of maps with the new UV’s. I then went to reconstruct my topology to get a lower poly version for use in Maya - and somehow - the UV’s get all gobbled and messed up by reconstructing!
Is there a fix to this? Can I somehow reconstruct and keep my same UV’s, or lock them before reconstructing?
This is very irritating because I already have spent a great deal of time creating maps which will have to be redone if I can’t solve this problem.
The level 3 mesh which has the UV’s I want is too big for Maya to handle.
Thanks for your help and I love ZB